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2024-02-03 16:29:27 +08:00

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# Miku Fan-Made Free MikuMikuDacne Renderer
![](capture/Snipaste_2023-06-24_19-26-36.png)
![](capture/Snipaste_2023-02-06_10-39-57.png)
**The repo still under positive developing, any community contribution is greeting and welcome.**
​ flower engine is a vulkan starter friendly render engine.
​ There is not too much wrapper, so every beginner can easy to find out how it work.
​ The render passes are some isolated render functions, pretty easy and **clean** to build a renderer.
## How to build
Just download the project, all dependency here is ready.(**Maybe need install VulkanSDK 1.3 and update driver**).
There exist three branch, dark branch is clean developing branch. Main branch include MMD features. Release branch is stable legacy branch.
![](capture/Snipaste_2024_02_03_15_32_23.png)
**Dark branch design UI and realtime rendering in 4k, so run in 1k or 2k, maybe need to change configs smaller:**
```
r.ImGui.FontSize
r.ImGui.IconSize
```
**The dark editor support FSR2, use command “r.viewport.screenpercentage” to downscale the render percentage to get better performace.**
Some mesh art asset can download here:
https://drive.google.com/file/d/1aRkqTKuqAAmkOSmfe6BSnnycj6HnJaIi/view?usp=sharing
and unzip then import mesh. It need some time to cook asset.
**When first time open the editor, need something to compile shader variants, and it will cache if next time reopen.**
## Some screenshots and videos
​ you can also watch the video on youtube or bilibili:
​ https://www.youtube.com/watch?v=ciw8UOmaFaI
​ https://www.bilibili.com/video/BV1FL4y147DN?share_source=copy_web
![](capture/202312070012.png)
![](capture/20230507224325.png)
![](capture/20230508225614.png)
![](capture/20230429153335.png)
![](capture/202301292.png)
![](capture/202301293.png)
![](capture/202212311.png)
![](capture/20221231.png)
![](capture/Snipaste_2022-02-07_21-56-08.png)
![](capture/Snipaste_2022-05-18_23-56-08.png)
## Current Features
1. Gpu dispatch mesh rendering pipeline.
2. Async texture uploading pipeline.
3. Physical-Based rendering and shading.
4. Ground-True approximate ambient occlusion.
5. Stochastic screen space reflection.
6. Precompute atmosphere.
7. Gpu dispatch sample-distribution cascade shadow map.
8. Temporal super sampling.
9. Postprocessing effects.
## How to build
​ Exist two branch, main branch is developing and may exist some bug, release branch is stable branch.